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  1. Celebrim

    Your table is YOUR table.

    Right now I play a homebrew version of D&D 3.0e (3.25?) with rebalanced classes and combat rules, Star Wars D6 with heavily rebalanced equipment (and a few house rules handling astronavigation, capital ship combat, etc.), and CoC Pulp (mostly) 5e with a few 7e inspired changes. BRP, D20, and...
  2. Celebrim

    Your table is YOUR table.

    In the history of D&D, TSR/WotC have spent far more time taking the game away from directions I wanted the game to go than they have spent taking it in a direction I wanted to go. As such, they've gotten a lot less money from me than they might have considering the amount of time I've spent...
  3. Celebrim

    D&D 3.x X1 - Isle of Dread

    The Phanatons I kept as feeling appropriate to the island and being really novel. The Rakasta feel tacked on, trite, and like they properly belong somewhere else.
  4. Celebrim

    D&D 3.x X1 - Isle of Dread

    Personally, I find the dungeon at the heart of the island a bit anti-climatic considering what all you had to endure to get there. Granted, as is typical of modules of the era, the module is not at all intended to be complete or run as is, and even if you weren't converting it you'd probably...
  5. Celebrim

    How the Monsters Have Changed in the 2025 Monster Manual: Arcanaloth

    I feel it has been all downhill since the 1e AD&D Monster Manual 2 entry.
  6. Celebrim

    Different philosophies concerning Rules Heavy and Rule Light RPGs.

    I think we aren't actually disagreeing, though it's hard to tell exactly what you mean. Stake setting and user generated traits, such as in DITV, do allow you to resolve anything using a generic proposition resolution engine and do allow for broadly defined traits that can arguably be leveraged...
  7. Celebrim

    Different philosophies concerning Rules Heavy and Rule Light RPGs.

    I find this is not true for a variety of reasons. Rules light and rules heavy are not synonyms for rules complete. A rules light game can be more rules complete than a rules heavy game in that for example it maps all player propositions to some small set of defined moves that they can perform...
  8. Celebrim

    When Combat Isn't Always *About* Combat

    Combat almost always trumps non-combat. That is to say, if eliminating the opposing team can be a strategy, then it's probably the ultimate strategy. If eliminating the opposing team isn't a strategy, it's usually because you have a sport with agreed upon rules by both sides they are willing...
  9. Celebrim

    + Writing Prompt: Evil Orcs

    They were both evil ugly humanoids. Goblins are closer in size to Sidhe and Kobolds (no hobbits in my game), but Hobgoblins are their near kin (indeed same species) and they are on average slightly bigger than Humans. So, that wasn't a real distinguishing factor. Indeed, really all that...
  10. Celebrim

    + Writing Prompt: Evil Orcs

    I banned orcs from my homebrew world around 1989 because I disliked how similar they were to goblins and I vastly preferred goblins. My backstory on goblins is that "Flame Eyed" Maglubiyet was the eldest deity, the first-born fruit of the tree of life whose peoples would be later called the...
  11. Celebrim

    How many character sheets is too many?

    At a late stage of a 1e AD&D campaign I had a "character sheet" that was around 100 pages. It listed my henchmen and their character sheets, my followers and their character sheets, my stronghold (effectively a small dungeon), my various possessions (including stat blocks for several sailing...
  12. Celebrim

    Should Wizardry Require Player Intelligence?

    No, but for all of D&D's history with the possible exception of 4e it's been easy to make a fighter that is "Johnny One-Trick" where the trick is hitting everything with a sharpened stick as hard as you can until it stops moving. A Brute type fighter is both effective, satisfying to play, and...
  13. Celebrim

    Should Wizardry Require Player Intelligence?

    Player intelligence is always an advantage for all classes. It's not required, but Wizard is a much harder class to play than almost any other class. Even my smart players tend to avoid it, because it's stressful and difficult. Sorcerer is well loved because it's easier to manage and you...
  14. Celebrim

    NPC Deception/Persuasion and player agency

    Requirement is such a loaded term. Very few things are required, and of course this isn't among them. But the experience at the table of having your character tricked and you as the player being tricked are very different. Having your character tricked but you not being tricked requires you...
  15. Celebrim

    NPC Deception/Persuasion and player agency

    There is no need to double down on making player characters make bad decisions. The bad decisions the player makes are frequent and bad enough no additional mechanic is required. But I wonder if the same poster that think we need to force PCs to make bad decisions also thinks that every time...
  16. Celebrim

    Describe your last RPG session in more than 5 words.

    Just as a bit of a vent out of frustration, but you'd think that after 260 hours of pretending to be bounty hunters that the players would begin to be a bit better bounty hunters and conduct a wee more skillful investigation or at least be able to discretely pinch someone out of a bar without...
  17. Celebrim

    Describe your last rpg session in 5 words

    Flubbed investigation; accidentally warned terrorist
  18. Celebrim

    NPC Deception/Persuasion and player agency

    Either way.
  19. Celebrim

    NPC Deception/Persuasion and player agency

    I think that it's obvious that a role-playing game as it has been played and continues to have been played is some part game, some part simulation, and some part story - and probably several other things besides. "RPG" covers a lot of territory, so that we could say "Nethack" is an RPG and...
  20. Celebrim

    NPC Deception/Persuasion and player agency

    I realize that there are GMs that are highly inconsistent in this, but in my case I try to be highly consistent. If the player has the knowledge that trolls are vulnerable to fire, then the character has that knowledge as well if the player decides for themself that they do. I never try to...
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